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Welcome at the Interface Culture program website.

Acting as creative artists and researchers, students learn how to advance the state of the art of current interface technologies and applications. Through interdisciplinary research and team work, they also develop new aspects of interface design including its cultural and social applications. The themes elaborated under the Master's programme in relation to interactive technologies include Interactive Environments, Interactive Art, Ubiquitous Computing, game design, VR and MR environments, Sound Art, Media Art, Web-Art, Software Art, HCI research and interaction design.

The Interface Culture program at the Linz University of Arts Department of Media was founded in 2004 by Christa Sommerer and Laurent Mignonneau. The program teaches students of human-machine interaction to develop innovative interfaces that harness new interface technologies at the confluence of art, research, application and design, and to investigate the cultural and social possibilities of implementing them.

The term "interface" is omnipresent nowadays. Basically, it describes an intersection or linkage between different computer systems that makes use of hardware components and software programs to enable the exchange and transmission of digital information via communications protocols.

However, an interface also describes the hook-up between human and machine, whereby the human qua user undertakes interaction as a means of operating and influencing the software and hardware components of a digital system. An interface thus enables human beings to communicate with digital technologies as well as to generate, receive and exchange data. Examples of interfaces in very widespread use are the mouse-keyboard interface and graphical user interfaces (i.e. desktop metaphors). In recent years, though, we have witnessed rapid developments in the direction of more intuitive and more seamless interface designs; the fields of research that have emerged include ubiquitous computing, intelligent environments, tangible user interfaces, auditory interfaces, VR-based and MR-based interaction, multi-modal interaction (camera-based interaction, voice-driven interaction, gesture-based interaction), robotic interfaces, natural interfaces and artistic and metaphoric interfaces.

Artists in the field of interactive art have been conducting research on human-machine interaction for a number of years now. By means of artistic, intuitive, conceptual, social and critical forms of interaction design, they have shown how digital processes can become essential elements of the artistic process.
Ars Electronica and in particular the Prix Ars Electronica's Interactive Art category launched in 1991 has had a powerful impact on this dialog and played an active role in promoting ongoing development in this field of research.

The Interface Cultures program is based upon this know-how. It is an artistic-scientific course of study to give budding media artists and media theoreticians solid training in creative and innovative interface design. Artistic design in these areas includes interactive art, netart, software art, robotic art, soundart, noiseart, games & storytelling and mobile art, as well as new hybrid fields like genetic art, bioart, spaceart and nanoart.

It is precisely this combination of technical know-how, interdisciplinary research and a creative artistic-scientific approach to a task that makes it possible to develop new, creative interfaces that engender progressive and innovative artistic-creative applications for media art, media design, media research and communication.

PRAESENTATION

Public Space 2.0 – Räume die der Vernetzung folgen

14. April 2010, 17.00 Uhr Hauptplatz 8, Hörsaal A

Erst seit wenigen Jahren erleben partizipative Plattformen im Internet eine besondere Aufmerksamkeit im Hinblick auf ihre Wirkung als Soziale Medien.
Diese neuen sozialen Medienplattformen, häufig assoziiert mit Web 2.0, lassen spezielle Charakteristiken individueller Subkultur sichtbar werden. User bekommen nahe unbegrenzte Speicherkapazität und zusätzliche diverse Instrumente angeboten, um Informationen effizient organisieren, zielgerecht präsentieren, sowie korrespondierende Anliegen veröffentlichen und mit anderen teilen zu können.
Auf diesen erst seit wenigen Jahren zu beobachtenden Entwicklungen bezieht sich der vorliegende Forschungsansatz: die Entwicklung eines strategischen Handbuchs als eine Form der Annäherung an künftige Gestaltungsansprüche im öffentlichen Raum, die sich auf neue, noch wenig erfasste soziale Umgangsformen stützen werden.

Die Durchführung dieses Forschungsvorhabens wird durch eine zweijährige Förderung im Rahmen der Programmlinie PEEK (Programm zur Entwicklung und Erschließung der Künste) des FWF (Der Wissenschaftsfonds) unterstützt.

www.strategies-research.ufg.ac.at/public_space

Programm: 

17.00 bis 17.15 Uhr
Begrüßung und Neuausschreibung PEEK
Manfred Lechner, Vizerektor für Forschung

17.15 bis 18.00 Uhr
Präsentation Forschungsprojekt

Sandrine von Klot, Projektleitung Public Space 2.0, Post Doc
raum&designstrategien_research, Kunstuniversität Linz
Oliver Schürer, Post Doc
Institut für Architekturtheorie, Technische Universität Wien
Ebru Kurbak, PhD Studentin
raum&designstrategien_research, Kunstuniversität Linz

18.00 Uhr
Diskussion – open end

link zu Artikel im Online-Standard "An den Grenzen der Raumvorstellung" vom 23. März.
Artikel.pdf

Public Space 2.0 – Evolving Spaces along Network Technologies

Since only a few years, fast spreading, participatory platforms on the web have evoked a major shift into the realm of social media. Social media are often discussed today in relation to Web 2.0, which refers to a number of technical, economic, and social developments. The new social media platforms reveal the particular features of individual subcultures. Based on these recent developments, our project proposes to develop a strategic manual for social practices-oriented design in public space. New forms of public performance and social interplay are likely to appear, if we envision them to be fed by media-rich content created in an asynchronous, remote virtual manner in the everyday of public life. Customization and participation will be taken as key principles to initiate and enhance new self-organizing forms of public life.

This Research Project is funded by the FWF/ PEEK (Der Wissenschaftsfonds/ Programm zur Entwicklung und Erschließung der Künste)